|
You are here |
logins.github.io | ||
| | | | |
simonschreibt.de
|
|
| | | | | Read in Chinese Read in Russian Read in Vietnamese This post is one part of the series "Render Hell". 2.0 Pipeline in Detail Most of the constructive feedback I received about this article was "Nice explanation, but your pipeline is 6 | |
| | | | |
alain.xyz
|
|
| | | | | A review of the state of the art in real time graphics shading languages and compilers in both graphics and compute. What are some of the differences between HLSL, GLSL, MSL, and WGSL? What are some ways to transpile shaders? | |
| | | | |
interplayoflight.wordpress.com
|
|
| | | | | "Low-level thinking in high-level shading languages" (Emil Persson, 2013), along with its followup "Low-level Shader Optimization for Next-Gen and DX11", is in my top 3 most influential presentations, one that changed the way I think about shader programming in general (since I know you are wondering the other 2 are Natty Hoffman's Physically Based Shading... | |
| | | | |
blog.kodewerx.org
|
|
| | | Video game development, hacking, and debugging. Brought to you by BlipJoy! | ||